Decide who receives the ball

A self lob and a teammate lob should not share one memorized “lob combination.” The selected PC charts identify F as self lob and T + a teammate number as the teammate lob. Number keys 1–4 select the teammate in these references.[1][3]

You + ballChoose receiverThrowCatch / finish

Original decision diagram, not an in-game path or timing window.

Change the pass without changing the target

PassReported PC inputRead it as
Overhead1, 2, 3 or 4Select the intended teammate.
BounceDouble-tap that numberTwo separate taps, not a held number.
ChestShift + numberKeep Shift held for the selection.
FlashyShift + double-tap numberHeld modifier plus repeated target input.
FakeHold Q + numberA different action from an ordinary pass.
Teammate lobT + numberChoose a receiver rather than performing a self lob.

These rows agree in the control tables. They describe inputs, not whether a lane is open or a receiver will finish the play.[2][4]

Keep the throw and the finish separate

  1. Identify whether you are throwing to yourself or another player.
  2. Read the starting condition and target, then perform the reported throw input.
  3. Read the game’s catch and finishing feedback. A successful throw is not automatically a successful dunk.
  4. For a teammate play, agree who passes and who receives before comparing keybinds.

The alley-oop report distinguishes the passer’s T + number from the receiver’s Space/E finish choices. It discusses open movement toward the hoop; this site has no verified distance, delay or make-rate formula.[3]

Why you may see T + R or Shift + F elsewhere

One older lob article prints T + R; the same outlet’s alley-oop article and the longer charts print T + a teammate number. We do not put T + R into the board. That older self-lob article writes Shift + F during a sprint, whereas the tables name F as the self-lob key.[5][3]

These are source differences, not a game bug we reproduced. Check the creator’s current reference if your client differs. The board names the core key and keeps movement context visible without promising a guaranteed fix.